Size:
Huge
Type:
Dragon
Form:
draconic
Temper:
# App:
1d4 (1d4)
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
90' (30')
Climb/Arboreal:
Flight:
240' (80')
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(BECMI) (Huge Green Dragon)
Actions/Abilities/Traits: (BECMI) (Huge Green Dragon)
Action
Up to 6
3-12 or 11-32

Actions/Abilities/Traits:
(BECMI) (Large Green Dragon)
Actions/Abilities/Traits: (BECMI) (Large Green Dragon)
Action
Up to 6
2-9 or 7-28

Actions/Abilities/Traits:
(BECMI) (Small Green Dragon)
Actions/Abilities/Traits: (BECMI) (Small Green Dragon)
Action
2 claws/1 bite (ground) or up to 6 (Air)
1-6(x2)/3-24

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Action
Claw
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Action
Frightful Presence
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Poison Breath (Recharge 5-6)
The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
Action
Tail
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Special
Amphibious
The dragon can breathe air and water.
Special
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
unknown
unknown
Special (Ex)
Trackless Step
Special (Ex)
Water Breathing
Special (Ex)
Woodland Stride

Actions/Abilities/Traits:
(OSE)
Actions/Abilities/Traits: (OSE)
Action
claw
[2 * claw (1d6), 1 * bite (3d8)] or breath
Action
bite
[2 * claw (1d6), 1 * bite (3d8)] or breath
Special
Behaviour
Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.
Special
Pride
Dragons are immensely proud creatures and will always listen to flattery.
Special
Attack pattern
A dragon always attacks first with its breath weapon, then either breathes again or makes melee attacks (equal chance of either).
Special
Breath weapon
Can be used up to three times per day. All caught in the area suffer damage equal to the dragon's current hit points (save versus breath for half). Shapes of breath weapon:
Special
Cloud
50' long, 40' wide, 20' high.
Special
Cone
2' wide at the mouth, 30' wide at far end.
Special
Line
5' wide along whole length.
Special
Energy immunity
Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)
Special
Language and spells
Some dragons are able to speak (their own tongue plus Common). The chance is listed by subspecies. Those that can speak can also cast randomly selected magic-user spells (the listed number and level of spells).
Special
Sleeping
The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!
Special
Subduing
Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.
Special
Age
The following stats describe dragons of average size. Younger dragons may have up to 3 HD less and ¼ or ½ as much treasure. Older dragons may have up to 3 HD more and twice as much treasure.
Special
Lairs
A dragon's treasure is always kept in its well-hidden lair and is seldom unguarded.
Special
Breath weapon
Cloud of chlorine gas.
Special
Language and spells
30%; 3 * 1st level, 3 * 2nd level.
Special
Sleeping
30%.

Actions/Abilities/Traits:
(Pathfinder 2e) (Adult Green Dragon)
Actions/Abilities/Traits: (Pathfinder 2e) (Adult Green Dragon)
Ability
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 32; 4th suggestion; 2nd entangle (x2); 1st charm (at will)
Ability
Breath Weapon
(arcane, evocation, poison) The dragon breathes a toxic cloud that deals 13d6 poison damage in a 50-foot cone (DC 31 basic Fortitude save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one horn Strike in any order.
Ability
Draconic Momentum
The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 31
Ability
Trackless Step
The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed.
Ability
Twisting Tail
2 penalty. If it hits, the dragon disrupts the creature's action.
Ability
Woodland Stride
The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage.
Offense
Melee
Circumstance: combat round (melee)
jaws +26 [+21/+16] (magical, poison, reach 15 feet), Damage 3d10+12 piercing plus 3d4 poison
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Immunity
paralyzed
poison
sleep
Language
Common
Draconic
Elven
Sylvan
Perception
darkvision
scent (imprecise) 60 feet

Actions/Abilities/Traits:
(Pathfinder 2e) (Ancient Green Dragon)
Actions/Abilities/Traits: (Pathfinder 2e) (Ancient Green Dragon)
Ability
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 39; 6th dominate; 4th charm (at will), suggestion; 2nd entangle (at will)
Ability
Breath Weapon
(arcane, evocation, poison) The dragon breathes a toxic cloud that deals 18d6 poison damage in a 60-foot cone (DC 37 basic Fortitude save). The Breath Weapon also creates a miasma. It can't use Breath Weapon again for 1d4 rounds.
Ability
Camouflage
The dragon can Hide in natural environments even if it doesn't have cover.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one horn Strike in any order.
Ability
Draconic Momentum
The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 37
Ability
Miasma
(aura, poison); 20 feet. After the dragon uses its Breath Weapon, a cloud of poison gas continues to emanate from its body for 1 round. Any creature that ends its turn in the miasma takes 4d6 poison damage (DC 37 basic Fortitude save). Any creature in the miasma is concealed and treats other creatures as concealed. The dragon can see through this concealment.
Ability
Trackless Step
The green dragon always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed.
Ability
Twisting Tail
2 penalty. If it hits, the dragon disrupts the creature's action.
Ability
Woodland Stride
The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage.
Offense
Melee
Circumstance: combat round (melee)
jaws +33 [+28/+23] (magical, poison, reach 20 feet), Damage 3d12+15 piercing plus 4d4 poison
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Immunity
paralyzed
poison
sleep
Language
Abyssal
Common
Draconic
Elven
Jotun
Sylvan
Perception
darkvision
scent (imprecise) 60 feet

Actions/Abilities/Traits:
(Pathfinder 2e) (Young Green Dragon)
Actions/Abilities/Traits: (Pathfinder 2e) (Young Green Dragon)
Ability
Arcane Innate Spells
DC 26; 2nd entangle; 1st charm (x2)
Ability
Breath Weapon
(arcane, evocation, poison) The dragon breathes a toxic cloud that deals 9d6 poison damage in a 40-foot cone (DC 25 basic Fortitude save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one horn Strike in any order.
Ability
Draconic Momentum
The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 24
Ability
Twisting Tail
2 penalty. If it hits, the dragon disrupts the creature's action.
Ability
Woodland Stride
The green dragon ignores difficult terrain and greater difficult terrain from non-magical foliage.
Offense
Melee
Circumstance: combat round (melee)
jaws +20 [+15/+10] (poison, reach 10 feet), Damage 2d10+8 piercing plus 2d4 poison
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Immunity
paralyzed
poison
sleep
Language
Common
Draconic
Perception
darkvision
scent (imprecise) 60 feet
Scales the color of emeralds armor this ferocious dragon. A single sharp horn protrudes from the end of its toothy snout.
5e SRD
A proud, ancient race of gigantic, carnivorous, winged reptiles. There are many subspecies of dragon, many of which are distinguished by the colour of their scales. All dragons are egg-layers and hoard treasure in their lairs, far from areas of human civilisation.
OSE